Quasi Dungeons and Dragons

Author: drafterman

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secularmerlin
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@Earth
Why do we need to deal with the mirror? We could always just stay away from it.

Earth
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@secularmerlin
Why don't we just check out the mirror now? It could be useful.
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@Earth
Or it could consume your soul. 
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@secularmerlin
(But Earth just picked two spells perfect for figuring out what the mirror is, seems a waste of that choice to not go back at some point.:S... i think we should go back after either rest then basement, or basement then rest.)
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@secularmerlin
Pfft. I can use detect magic or someshit. You can putz around, but I'm investigating the mirror
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@Earth
At least let me cast resistance on you before you go that way if there is a save involved you have a better chance of you know not dying.

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@secularmerlin
@drafterman
Alright.
After Merlin casts resistance on me, Grahf casts Identify on the Mirror.
(Also my alerts are broken)

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@drafterman
(if possible, i want to amend my previous action submission to) cast bardic inspiration on grahf then follow Roberts downstairs)

drafterman
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(A note on Ritual Spells. Some spells have the "Ritual" tag meaning that, in addition to casting them normally, you can choose cast them as a ritual. This adds 10 minutes to the casting time, but the spell doesn't use up a spell slot. So it is useful for conserving resources when time is not of the essence.

Snerp may cast any spell he knows that has the ritual tag as a ritual. (Illusory Script)
Grahf may cast any spell in his spell book that has the ritual tag as a ritual, without having to prepare it first. (Detect Magic, Identify)
Eikka may cast any spell she has prepared for the day that has the ritual tag as a ritual. (Identify is currently the only ritual spell prepared, but other ritual spells on her spell list include: Ceremony, Detect Magic, Detect Poison and Disease, Purify Food and Drink)

I'll assume that Grahf has cast identify as a ritual in this case.)

Eikka and Snerp bolster Grahf as he mutters the mystic incantations to identify the weird mirror in the nursemaid's room. And discovers...

...that it is a plain, simple mirror.

Meanwhile, Roberts stands at the top of the cramped, spiral staircase. Chilled air rises up to meet him, sending goosebumps down his arms. It is pitch black and he must light a torch to lead the way. The narrow spiral staircase is made of creaky wood and is contained within a 5-foot-wide shaft of mortared stone that that descends through the house to the basement level. Thick cobwebs fill the shaft and reduce visibility in the staircase to 5 feet.

When he reaches the bottom, he finds himself in a narrow tunnel that stretches southward before branching east and west. The walls and halls here have been carved out of earth, clay and rock. They are 4 feet wide and 7 feet high with timber braces at 5-foot intervals. The floors have a number of ancient footprints laid over each other heading in all directions.

From the moment he arrives in the basement, Roberts can hear an eerie, incessant chant echoing throughout. It's impossible to gauge where the sound is coming from, nor is he able to discern the words.

Basement (new):

First Floor Map:

Attic Map:

Player Summaries:
Grahf - 8/14 HP - 10 AC - Spell Slots: 1⬤⬤⭘
Roberts - 12/20 HP - 19 AC
Snerp - 8/13 HP - 13 AC - Spell Slots: 1⬤⬤⭘
Eikka - 10/17 HP - 16 AC - Spell Slots: 1⬤⬤⭘

TheDredPriateRoberts
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@Earth
the sword you handed me :)
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@drafterman
I'll wait for the group to catch up
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(just a plain mirror... now that's just odd. Maybe something was using the mirror to observe us, but the mirror itself isn't magical 😓)
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Who's-Best-At-What Sheet (* - updated)
  • Acrobatics (Snerp +4)
  • Animal Handling (Eikka, Roberts, & Snerp +2)*
  • Arcana (Grahf +7)*
  • Athletics (Roberts +3)
  • Deception (Snerp +4)
  • History (Grahf & Snerp +3)*
  • Insight (Eikka & Roberts +4)
  • Intimidation (Eikka & Grahf +3)
  • Investigation (Grahf +5)
  • Medicine (Eikka +4)
  • Nature (Eikka, Grahf, & Snerp +3)*
  • Perception (Eikka & Roberts +4)
  • Performance (Snerp +4)
  • Persuasion (Grahf +5)
  • Religion (Grahf +7)*
  • Sleight of Hand (Snerp +3)*
  • Stealth (Snerp +3)*
  • Survival (Roberts +4)

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@Buddamoose
@TheDredPriateRoberts @Earth @Buddamoose

So are we taking a rest or pressing on?
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@secularmerlin
I thought we did......or are we needing to take a 2nd one?
drafterman
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(The group wanted to check out the mirror first, so you haven't rested yet. A rest takes at least an hour, so I didn't know if you wanted to wait at the bottom of the stairs for an hour, if they were going to meet up with you and rest down there or what)
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@TheDredPriateRoberts
Well you only have 12 of 20 hp. We are all short of our full hp and us spell casters are down one spell slot. My charachter would.just press on (you know Zud's will and all) but I as a player certainly see the potential benefits of another rest.
drafterman
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Resting

Every character has a number of hit dice equal to their level. The size of the die depends on the class: Cleric (d8), Wizard (d6), Fighter (d10), Bard (d8). When you take a short rest, you may expend a number of Hit Dice to regain hit points. The hit points regained equals the roll of your hit die plus your Constitution modifier. You may use as many or as few Hit Dice as you want.

When you take a long rest, you regain a number of Hit Dice equal to half your level (rounded down) up to your max.

Also, if you are within earshot of Snerp, you regain an addition +d6 hit points when you use a Hit Die to heal.
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@drafterman
A long rest also restores you to max hp. At least that's what the link buddamoose provided had to say.

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@secularmerlin
In 5e, there are long rests and short rests.

Short Rest
  • At least 1 hour;
  • May only perform light activity;
  • May spend Hit Dice to heal;
  • Resets/Activates certain abilities (Chanel Divinity, Arcane Recovery, Spell Secrets, Second Wind)
Long Rest
  • At least 8 hours long;
  • May only perform light activity for 2 of the 8 hours, and sleeps/trances for the rest;
  • Regains all hit points;
  • Regains up to half of the total Hit Dice;
  • Resets all abilities (unless otherwise stated)
  • Can only be used once in a 24-hour period.
You guys just long rested, basically so you only have a short rest available to you at the moment.

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@drafterman
I'll rejoin the group then.
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@secularmerlin
@Earth
@TheDredPriateRoberts
(my suggestion is we do a short rest for an hour to heal up. We all group up, then we can each rolled one hit die to restore points, and the 1d6 from Song of Rest. Should bring us all up to full life unless we have an unlucky roller or two.)



drafterman
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After finding the creepy ass basement, Roberts returns to the group and relays his discovery. They then huddle together and rest up, planning their next move while Snerp performs the Song of Rest.

[Eikka Hit Dice Roll: d8 (2) + d6 (4) + 2 = 8]
[Grahf Hit Dice Roll: d6 (5) + d6 (4) + 2 = 11]
[Roberts Hit Dice Roll: d10 (3) + d6 (2) + 2 = 7]
[Snerp Hit Dice Roll: d8 (2) + d6 (2) + 0 = 4]

Basement:

First Floor Map:

Attic Map:

Player Summaries:
Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⭘
Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⬤⬤⬤
Roberts - 19/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 12/13 HP - 13 AC - Bardic Inspiration: ⬤⭘ | Spell Slots: 1⬤⬤⭘

Player Sheets:

drafterman
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The black cat curls up next to Eikka as they relax.
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@drafterman
The black cat curls up next to Eikka as they relax.

the ghost of Bob Barker appears.......https://goo.gl/images/Efy3Tr
Buddamoose
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(Also, Im gonna amend the postulate regarding the two kids. I think the baby in the portrait was the nanny and father's. The absence of the baby in the crib, and the specter of presumably the nanny hints to me that the baby and nanny were potentially sacrificed. Which would explain why the specter was well, a specter and not a nice ghost like the kids. I looked back, and the mother in the portrait was looking at the baby with scorn, indicating to me it wasn't hers, ergo...)

As we are resting I present the "Song of Rest" being played to match the contemplations. Take It on the Run


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@drafterman
(shouldn't I have 3 spell slots?) 
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@Buddamoose
(You do - Spell Slots: 1⬤⬤⭘ - You have 2 unused and 1 used. You leveled up after you long rested, so the new spot you gained hasn't been reset yet)
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@drafterman
(oh... well dang 😓)
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To the basement it is then